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by Retric 3727 days ago
how fast can that player run? Is asking about internal state. When can you get to X is not.

The internal vs. external separation can often greatly simplify things. A player does not care where another players feet are they care where the best place to toss the ball is.

PS: In an actual game there is a lot of communication going on. You don't want to throw a ball at someone looking in the wrong direction. So, at some level you're stuck dealing with innate complexity.

1 comments

Of course there's innate complexity, but pursuing encapsulation for its own sake adds complexity you don't need (just like using functional programming techniques for intrinsically non-functional use-cases adds complexity for no good reason).

Again, "messages", "objects", etc. -- these are metaphors. They should be abandoned as soon as they stop being helpful.

Generally, if you don't want encapsulation then your not dealing with an independent object. You could write a game using 2 objects or 2,000, but building complex systems without partitioning becomes incredibly difficult. At the core Objects are a very basic abstraction. It can be as basic as Simulation <-> Rendering, but it's hard to point to a complex system and say this really is best represented by a big ball of mud.

So, sure not everything should be an object. But, saying nothing should be is a much higher hurdle than that.

Of course, but this guy is saying nothing shouldn't be, which is an even higher hurdle.